Mario Strikers Charged (known as Mario Strikers Charged Football in Europe and Oceania, and as Mario Power Soccer in South Korea) is a Mario soccer Wii game and the sequel of Super Mario Strikers, developed by Next Level Games. Up to four players can participate in this game as play soccer, attempting to kick the ball into another opponent's goal; the soccer in this game, however, has several differences than the real soccer, such as the ability to tackle other players with minimal penalty, using Mario-themed items to give players an advantage over their opponents, and playing with stage hazards effectively. This game places a higher emphasis on individual character attributes compared to its precedent, by not only assigning stats, but by also giving team captains a unique Super Ability and the Mega Strike, an opportunity to score up to six goals. Meanwhile, a team itself can be composed of several different Mario species, each with also unique attributes including Skillshots. Another introduced mechanic is the power level of the ball. Indicated by the color of the glow, the shots of the ball become more quick and powerful the more active it is, thus making it easier to score goals with. The game, as its predecessor, also stylistically differs from most Mario games with more realistic sci-fi tones, from the menu interface to the stage designs, in contrast to the more common bright and whimsical cartoon themes.

In addition to the local single-player and multiplayer modes, the game also features online regional multiplayer, which uses the Nintendo Wi-Fi Connection. Unlike most games that have Wi-Fi features, Mario Strikers Charged's game data can be copied (but not moved) onto an SD card. However, all Wi-Fi related data cannot be copied.

As mentioned above, Mario Strikers Charged is based on street football. However, the sport played is much more physical. Two teams of four (not counting goalie) face off against each other to kick the ball into the goal within the time limit ranging from two to five minutes (three as the default amount). They may also choose to compete to reach a certain amount of goals first. When the time runs out, whoever has the most goals (or the next goal, if sudden death occurs) wins the match. If the score is tied at the end of the set amount, the current music will change and the alarm will sound, signaling sudden death. Overall, the game has become much harsher as time has passed. Because of this, players now wear protective gear. Players may utilize various strategies, such as items or special powers, to get ahead. The information regarding use of items and special aspects of stadiums are found in their respective sections in this article.

Each team is headed by a captain, supported by three offensive/defensive sidekicks and one goalie. Two teams face each other with the aim to score the most points. Points are scored by shooting the ball past the goalie and into the goal. The captain is the leading member of any team and possesses both a Super Ability and a Mega Strike. While often an afterthought, sidekicks are crucial to the game. Knowing which position a sidekick is best at (such as defense or offense) can make or break a game. Goalies, or keepers as they are known in the European version, are the final line of defense. They are permitted to use their hands to block goals, but often are forced to use their bodies to do so.

Each type of player has different types of skills available to them. Captains and sidekicks share many of the same abilities, but goalies use a completely different move set. Players use the standard Wii Remote and Nunchuk Attachment set-up to play the game.

Movement/Dribbling: When on the Nunchuk Attachment is pressed, while the captain is not in possession of the ball, the player will move in the corresponding direction. If the captain is in possession of the ball, they will dribble instead. Advanced players can press to kick the ball in front of the character (chipping), losing possession, but slightly charging the ball (see more).

Deke: An advanced skill for the player with the ball, pressing allows players to fake in that direction, dodging opponents moving in for the tackle or steal. This move allows players to dodge the slide tackles of others as well as maintain the ball's charge for extended periods of time.

Pass: The basic offensive skill, passing the ball from one player to another is critical in avoiding opponents. Also, passing the ball charges it up, meaning that it is easier to score goals once the ball has been repeatedly passed between members of the same team. is used for passing. While not confirmed, it is presumed that the pass can be altered to match a player's style. Such alterations include the lob shot and the stylized midair skills performed by the receiver.

Shoot: A more powerful version of the pass, shooting is for scoring goals. The game automatically targets the goal from the player’s current position when is pressed. Shots can be charged by holding to increase their chances of success. Players can pull off fancy flip shots to shoot if they hold as they receive passes.

Clear: When a player has the ball on their side of the field, pressing allows them to kick the ball to the other side of the field. This technique is effective in situations where the player is crowded by opponents.

Switch Players: If a character on one's team has the ball, the player automatically takes control over them, and can change characters by passing. However, when one's team does not have possession of the ball, players may switch characters at will with a press of . This move also works when two players control the same team and their team is in possession of the ball. The player without the ball may swap characters as he or she pleases.

Slide Tackle: Performed in the same way faking is performed, this move allows players without the ball to steal the ball. Less powerful than the Body Check, it is still a worthy move as players are given immediate possession of the ball afterwards.

Big Hit: By shaking the Wii Remote, a player can pull of the most devastating tackle in the game. However, this move does not give the user immediate control over the ball.

Mega Shakedown: When a captain begins a Mega Strike (see below), the opposing player can move the meter by shaking the Nunchuk. This makes lining up the meter especially difficult, and may improve a player's chance of deflecting the Mega Strike. Directly attacking the captain is more useful, but the option is not always available.

Use Items: By pressing , any player may use an item in the team's inventory. Items that activate a captain's Super Ability (see below) can only be used by the captain. Details about the items available are provided in the Items section of this article.

Mega Strike: More powerful than the standard shot, a Mega Strike is performed when a captain fully charges their shot. To perform this move, the player holds to charge until a meter appears. Through proper timing, the player determines the number of balls as the meter swings to the left (from 3-6, increasing from 4 as it goes left, but overshooting the 6 area results in a 3). When the meter moves back towards the right past the original starting point, proper timing determines ball speed (the small orange area is the fastest, while the surrounding green areas are faster than the gray areas). After the shot specifics have been determined, the captain launches into the air, powers up further and then slams the ball towards the goalie, who then attempts the Mega Strike Block.

Super Ability: Each captain may obtain a character-specific item during the course of a game. Pressing the button activates the item. If the player is not playing as the Captain, the computer performs the move instead. Super Abilities are the most devastating when used to free up a captain for the Mega Strike. The background music changes when Mario or Luigi activates their Super Ability.

Skillshot: Much like a Mega Strike, the SkillShot is performed by holding down until charging is complete. The resultant shot is coupled with an attack on the goalie. Depending on the sidekick, the shot will be different.

Pass: The basic move of the goalie when in possession of the ball, a pass does nothing more than put the ball back into play.

Punt: The goalie's version of the clear, it allows him to move the ball far away from the goal. This move is effective if the opposing team is surrounding the goal.

Body Check: Goalies are automatically brutal. If opponents remain in the goalie box too long or make contact with the goalie while he holds the ball, he attacks either by kicking or hitting them.

Mega Strike Block: When a Mega Strike is performed by the captain of the opposing team, it is up to the goalie to block as many balls as possible. The player assumes a first-person view from the goalie’s eyes and moves the to move the hands of the goalie, represented by two hand icons. When a ball approaches, pressing deflects and destroys it. Depending on the speed of the balls set in the opposing Mega Strike, the player has a few seconds for each ball or less.

Yoshi prepares to kick the metallic ball. In this purple state, the ball is the weakest.

In previous Strikers tournaments, a ball resembling the traditional soccer in appearance and physics was used. However, for this Strikers tourney, a new, metallic ball is used.

The ball tracks how many times it has been passed between players. Its color changes from purple to red, orange, yellow and finally white. The ball is the most powerful when it is white and least powerful when it is purple. In other words, passing the ball between teammates makes it easier to score a goal. If the ball is intercepted by another team or the sequence of passes broken, the ball will begin to power back down, from white to purple. Charging a shot has the same effect as passing, and if one has enough time, one can simply charge a shot and then pass before actually shooting to speed up the ball charging process.

One of the most critical elements of a team's strategy is its use of items. Regardless of which player earned an item, any member of that player's team may use it. However, this may not be true of the special items that activate a captain's Super Ability.

In keeping with the combative nature of the Strikers sport, the many offensive items at the disposal of players are cinematic and devastating. These items are the most useful in blocking Mega Strikes, clearing the field for a Mega Strike, or to simply gain possession of the ball.

Bananas: A staple of the Mario sports series, Bananas again play the role of a landmine. Players who touch a Banana peel fall to the ground and lose the ball if in possession. Bananas come in sets of three or five normal sized items. There also is a bigger version of the banana peel which comes in a set of one, and it does not leave behind three smaller banana peels when someone touches it like it does in Mario Kart: Double Dash!!.

Green Shells: Green Shells are the basic projectile item. They do not home in on players, but because they come in sets of three, they are very effective at close range. If they make contact with a wall, they ricochet off. However, they are destroyed upon contact with a player. The player that gets hit falls and is stunned for a brief moment.

Giant Green Shells: Unlike its miniature counterpart, the Giant Green Shell is a devastating item. While its movement pattern is the same, it does not disintegrate upon its first impact with an item or player. Any players that get hit by this green shell gets buried and is stunned for an amount of time. Only one can be fired at a time.

Red Shells: A more advanced projectile weapon than the Green Shell, the Red Shell homes down the nearest opposing player. They come in sets of three, making them useful both for clearing the field for a Mega Strike or taking possession of the ball. However, not all three always reach targets. Often, one breaks into pieces by hitting a wall.

Giant Red Shells: The Giant Red Shell is more robust than the normal Red Shell. It will bounce off of walls for a number of times before crumbling. As soon as it bowls over one player, its homing abilities are nullified and it acts as a Giant Green Shell. Only one can be fired at a time.

Blue Shells: The Blue Shell utilizes a similar movement pattern to the Green Shell and also comes in packs of three which are deployed at the same time. Blue Shells bounce off walls until they come in contact with a player or break. The character is then encased in ice, effectively stunning him or her for a few seconds.

Giant Blue Shells: Larger than the basic blue shell, the Giant Blue Shell follows the same movement pattern and also freezes characters. They can only be released one at a time.

Spiny Shells: While they have the same effects on players as the Green Shells, Spiny Shells are much more durable and will bounce off walls more times than the Green Shell can before falling apart. During this period, they can run over players an infinite number of times.

Giant Spiny Shells: The difference between Giant Spiny Shells and Spiny Shells is comparable to the differences between Giant Blue Shells and Blue Shells; they last longer. The movement patterns of both versions are the same. The difference between the types of Spiny Shells is their size. Also, only one can be fired at a time.

Bob-ombs: Some of the most devastating items in the game, Bob-ombs come in sets of three or five, deployed in front of the player with the ball, or the player closest to the teammate with the ball. All players caught in the blast radius, excluding the user, are affected by the blast.. They cause tremendous explosions that literally ram players into the field. Unlike in other games, the player who deploys the Bob-ombs cannot be injured by them as they explode on contact with the ground, although their teammates can.

Giant Bob-ombs: The largest item-based explosive in the game, the Giant Bob-omb can only be fired one at a time. All players caught in the blast radius, excluding the user, are affected by the blast. However, the size of the explosion is much greater than that of an individual Bob-omb. The blast radius is much larger, although the attack is not as wide as that of three normal sized Bob-ombs.

Chain Chomps: While the Mario Kart games had the Thunderbolt item, Strikers tournaments use the Chain Chomp. Systematically attacking every single player on the opposing team by ramming him or her into the ground, the Chain Chomp can easily turn the tide of the game, although it will not hesitate to strike the user and his or her teammates if they are in the way. If the user's team is not in possession of the ball, the Chain Chomp falls onto the pitch right on top of the player in possession. The item is very rare, and it mostly appears if a team is losing badly.

With the exception of the Super Ability items, there are only two defensive items in the game. Defensive items beef up the user and are particularly useful for scoring goals without the use of Mega Strikes.

Mushrooms: Unlike Super Mushrooms, the Mushroom only makes characters faster. (The size increase is negligible.) This item is especially effective when surrounded by the opposing team. Running can further increase its usefulness.

Stars: The defensive equivalent of the Chain Chomp, Stars make players invincible for a short period of time. This item is useful for turning the tide of the game and for scoring any time of goal. To have enough time for a 6-ball Mega Strike, the player should activate it right when the meter appears.

A Super Ability item, represented by icons the team Captain's head, allow the Captain to use his or her Super Ability. The effects of each Super Ability are different. Depending on the captain, Super Abilities can be either offensive, defensive, or both. The Super Ability items are most effective when used to clear a field before performing a Mega Strike as an example Luigi's special item can allow him to stomp on the other team and then use his Mega Strike. The list of Super Abilities can be seen in the Captains' table.

Designed for one to four players, Road to the Strikers Cup is the standard tournament mode seen in all of the Mario sports games. Players are challenged by various teams across three cups. As the mode progresses, its difficulty increases. Alternatively, players can choose to play in Extreme Mode, which makes the game difficult from the start. The mode uses a tournament ladder or the table system seen in Super Mario Strikers.

Taking the place of Super Mario Strikers’ grudge match mode, domination mode can be played by up to four players. Two teams are created, and players can choose which team they wish to play on. Matches such as 1 vs. 1, 2 vs. 2, 1 vs. 2, and 1 vs. 3 are possible. All four players can cooperate against a CPU player.

Striker Challenges is similar to Mission Mode in Mario Kart DS. Each character has one challenge, amounting to 12 total. Most challenges simply involve winning under difficult circumstances (Such as the goalie being very weak to charged shots, the opposing team leading by five points at the start, etc.). Challenges are separated by difficulty, with two classified as Novice, two as Professional, three as Superstar, three as Legend, and two as MegaStriker. Completing each challenge unlocks a new cheat for use in Domination Mode, and also unlocks a card featuring artwork of the player used in that challenge. Each of the 12 Challenges allows the player to play as all 12 Captains. However, only 11 Captains are the opponent, as Donkey Kong is faced twice, which leaves Bowser Jr. out. Before a striker challenge is started, there is an article in the Striker Times based on the event.

Perhaps the most anticipated mode, players with access to the Internet will be able to play with anyone in their region though Nintendo Wi-Fi Connection (WFC). For example, a player in Europe can play with anyone in that continent, but cannot play with a friend in America - Nintendo excluded worldwide play to avoid lag. Matches are available for any combination of four players on two teams as long as at least one player controls each team.

Random matchmaking is possible for players who choose to play ranked matches. However, it is also possible to play with friends by registering their Wii System Codes beforehand. The downside of this is that points will not be recorded in online ranking. Friend play options are equivalent to Domination Mode options.

Each player is identified by the Mii of his or her choosing. Using this system, a “Striker of the Day” is crowned based on the player who earned the most points day-by-day in a week time period. Points earned in unranked matches are not counted. These points are scored by winning matches (ten points), scoring goals (one for each goal, but goals after ten in a game do not count), and not disconnecting and taking a loss (one point). The player will lose points if he or she disconnects.

The players will be able to choose from any captain to play as in WFC Mode, even if they haven't unlocked the unlockable captains.

Each character has his or her individual advantages and disadvantages. However, strategic team creation can serve to offset the disadvantages and play to each individual's advantages. Additionally, each character also has a theme song that plays when they score a goal and during their home entrance.

Description: Luigi is a well-balanced leader who can harness his super ability to grow and crush the competition! A top pick for any team!

Mega Strike: Luigi jumps high into the air. He waves his arms around as the ball floats around him, leaving an electric trail. Now electrified, he focuses his hands in front of the ball, then outstretches both of his arms, an in a thunder-like sound, launches the ball towards the goalie.

Description: Peach's passing skills are second to none. And she is also extremely fast! Her on-field play has the ability to leave her opponents a little camera shy!

Mega Strike: Peach jumps up as she sprouts wings and a giant crown that looks like a halo. She then curls up in a protective position before shooting the ball towards the goal by emitting a powerful flash.

Description: Daisy is a defensive powerhouse, fast and physical. Her crystal ability can shield her efforts and devastate opponents.

Mega Strike: Daisy jumps up high into the air with the ball. She then raises her hand charging crystals into her clenched fist, and punches the ball straight towards the goal emitting shining crystals throughout the mega strike.

Away Entrance: Daisy stands up while exclaiming, "Oh yeah?!". Then she gets in a boxing stance and says, "C'mon!". Shortly after she strikes the stance there will be a sound effect from a real boxing match bell.

Home Entrance: Daisy falls to the ground, grunts, and exclaims "C'mon!" while lifting her head.

Description: Yoshi is a captain that brings a balanced attack to each game! He can also egg his way to a megastrike when needed!

Mega Strike: Flutter jumping to reach the ball, Yoshi's head gets red and he sprouts wings as if he had eaten a Blue Shell before breathing in air and shooting the air on the ball, shooting it towards the goalie.

Description: Wario can really be a gas on the field confusing his opponents! He may be slow, and not very physical, but Wario can score at will and set up teammates in a flash!

Mega Strike: Wario jumps into the air. Sucking in large amounts of air that almost seem to form a small tornado, he swells up to balloon size and gets a pink face. After rearing back slightly, he unleashes all the air full force into the ball, resulting in a fiery explosion.

Description: With huge blasts and ground-shaking hits, Bowser's strengths lie in shooting and defensive play. His fire storm has the power to burn the compitition!

Mega Strike: Bowser jumps into the air, spins around once holding the ball as his claw extensions and spikes grow, his hair turns to fire, and his eyes glow yellow-white. He then throws the ball at the goalie with terrifying speed.

Description: One of the best players in the strikers league, Bowser Jr is an offensive powerhouse. His roar can shrink the opposition's chance of winning!

Mega Strike: Bowser Jr. jumps high into the air. As the background turns green, his head swells up slightly, his wristbands explode, his tail grows and he suddenly opens his mouth to release sonar waves (Similar to his Super Ability), which hit the ball and send it flying.

Deke: Bowser Jr. jumps into the air and slams his shell into the ground.

Uniform: Orange

Alt. Uniform: Yellow

Team Emblem: Spiked wristband.

Team Number: 6

Away Entrance: Bowser Jr. tries to provoke the opponent, just like Bowser does, but unfortunately, he cannot roar so well. He tries to breathe fire, but there will only be a small flame, and he tries to roar, hardly anything comes out. He then frowns and simply says "Grrr" and "Roar."

Home Entrance: Bowser Jr. falls and, just before landing, he turns and spins a few times in his shell before striking a pose (as if Breakdancing).

Description: Diddy Kong is agile and fast and can protect the ball while making incredible passes at will! But watch out, he can remove a player from the game when he gets the chance!

Mega Strike: Diddy jumps high into the air, and as the background turns orange he holds his hands together, crosses his legs and closes his eyes, as if he is chanting. He then touches it with the tip of his tail, and the ball goes flying.

Description: The ultimate player, the strikers league champion. Petey is a powerful plant able to make big shots and even bigger hits. He can muddy a team's game plan in the blink of an eye!

Mega Strike: A flower comes up underneath Petey, and closes Petey in its bulb. The flower grows extremely high, and, when it has reached the top, bursts open, as Petey bends back and spits the ball out of his mouth at full force.

Sidekicks comprise the rest of the team. They share stats with captains in the same category, but instead of Mega Strikes, they perform a variety of Skillshots exclusive to the sidekick's species. Unlike Super Mario Strikers, Mario Strikers Charged allows for different types of sidekicks to be chosen instead of one type per team.

Hammer Bro.

Info: An offensive powerhouse, this sidekick has incredible skills at both passing and shooting. But while he can help score, his ability to defend against goals is lacking, given his slow running and poor hitting ability. His Hammer Throw sends goalkeepers diving for cover.

Deke: Leaps up in the air and smashes the ground below him with a giant hammer.

Theme: A fast-paced cover version of Charged's very own main theme song.

Toad

Info: An excellent passer and quick on his feet, Toad is a great addition as a set-up player for any team. Defensively, Toad has trouble getting the ball back for his squad and needs to be close to the net for his shots to be effective. Watch out for his Fire Meteor, it's sure hot to handle.

Info: A Strikers veteran. Koopa is a well balanced player that has average skills in all areas of the game. He is a wise choice for any team looking for an all-around player. His Shell Smash can send any goalie into a daze, creating a great scoring chance.

Info: This hard-hitting power player lands some of the biggest bone-rattling hits ever seen on the Strikers field. Birdo's shooting is also feared by many goalkeepers, as she can score at will. Her Extreme Egg can beat any game, resulting in quick goals.

Deke: Spins quickly, knocking back anyone who runs into her while doing so.

Theme: A piano ballet remix of "The Turkish March".

Boo

Info: This ghost can fly up and down the sidelines with great speed, using precise and accurate passing to lead his team to victory. His long-distance shots are quite weak though and his hits are not very powerful. If Boo gets a chance, he can Possess the ball and score at will.

Deke: Teleports a small distance, in a different way from the defensive players. Boo will become transparent after doing this deke and will not be able to use the deke again until he becomes opaque once more.

Info: A defensive specialist. Dry Bones is fast and packs a punch of power when he hits an opponent. But when this guy has the ball he is fairly weak, with poor shooting and passing skills. If Dry Bones gets enough room, he can deliver a shot known as the Shocker!

Deke: Will do a short roll and then teleport. The distance he teleports is dependent on what color the ball is. A white ball will allow Dry Bones to teleport far enough to get past Kritter with little trouble. The ball loses its charge when this deke is used.

Info: A power player. Monty Mole can shoot the ball incredibly well and throw some of the biggest hits ever seen on the pitch. His slow waddling run and weak passing make him more vulnerable to losting possession when he has the ball. Find the right distance for his Dirt Drill and score at will!

Deke: Buries himself underground only to pop back up, harming anyone in the way.

Theme: A fast paced tune.

Shy Guy

Info: A well balanced player. Shy Guy has average abilities in all areas of the game. Teams looking for a true team-player need look no further than this player. If Shy Guy gets a chance, his Bullet Bill Blast will blow open a great scoring opportunity.

Unlike Super Mario Strikers, the new fields in Charged are not clones of one another. Each has its own dangers and gimmicks to keep players on their toes. Along with the ten new fields, the seven classic stadiums from the previous game are also playable, which makes a grand total of seventeen stadiums.

Resembling the grass stadiums in the previous game, The Vice features the famous electric fence that protects the audience from flying balls, items, rubble, and even fans. Based on this stadium, the sport appears to have grown in popularity, as there are countless hundreds of fans cramming themselves in and craning their necks to see the game. The seating areas are metal themed, with structures resembling giant Warp Pipes.

Electric Fence. If an attack pushes a player out of bounds, he or she will be caught in this invisible wall and electrocuted. After falling back to the ground, characters twitch a while before returning to play.

A dark, ominous course, Thunder Island is also one of the most dangerous. Located on the top of an island amid foggy waters, players who move or are pushed out of bounds are not stopped by an electric fence. Instead, they tumble down the cliff and appear on the center of the field shortly after. Matches are played during thunder storms, increasing the danger. Audience members sit safely in seats attached to the cliff of a nearby island.

Storm. Sometimes a heavy storm will start. It is not uncommon for Cheep-Cheeps, cows, and tractors to fly across the field. The wind also pushes players, making moving around either slower or quicker, depending on the direction it blows in. The standard electric fence is also missing along the lengths of the field, characters that get too close to the edge will simply fall off, only to come back with the next storm.

Set in the middle a desert and built around ancient ruins. Giant stone Thwomps guard the middle horizontal section of the field. While players may use the sides to avoid danger, the sand on the sides prevents the fast pace typical to other fields. This course does not feature seating for fans due to the surrounding pillars and the structure that resembles a Mayan temple.

Thwomps and sand pits. Eight Thwomps randomly drop down around the center of the stadium periodically. They come down when there is a small shadow of a circle and someone walks across it. Around the edges of the stadium are large lots of sand - moving in the sand is slower than moving under the Thwomps. Thwomps may score goals if they come crashing down on the ball, crediting a random player of the scoring team, much like scoring on one's own goal does. Shells can be accelerated rapidly in the same way.

Set in the middle of a large, vertical, futuristic-looking, lab-like arena, The Classroom serves as the arena the player learns the basics in Strikers 101/ABC mode. This course does not feature seating for fans.

Electric Fence. This course is very basic, just like the Vice, and only has an electric fence.

This field is made of dark rock. Lava glows through holes in the field to act as boundary markings and field lines. Lava surrounds this field. What looks like mechanical or castle pillars surround it. It is unlocked by beating Bowser Jr. in Fire Cup's finals.

Lava. Periodically, balls of lava will jump out of the pool and fall onto the field. When this happens, a large circle of fire spreads on the ground around it, burning everybody who runs into it and stunning them temporarily. If the ball hits the circle of fire, it will bounce around fully charged until it hits solid ground again.

The Wastelands are set in a strange purple-colored landscape, where it is constantly snowing. Mechanical Bloopers are set around the edge as decorations. It is unlocked by earning the Brick Wall Award and the Golden Foot Award in the Fire Cup.

Ice, lightning, electric fence. Because of the constant snowfall, the ground is slippery. Every now and then, the screen will darken, and lightning bolts will hit random places on the field (The lightning always hits close to the ball) and on the third strike, it will hit the ball, stopping it completely while charging it. When this happens, wind will also blow players around slightly, like on Thunder Island. There is also an electric fence on this course.

Set inside a gigantic canyon (The field itself is in a part that's under an overhanging rock), the Crystal Canyon field has large orange crystals set around it. It is unlocked by beating Diddy Kong in Crystal Cup's finals.

Sunlight. Although the course itself is under an overhang, beams of sunlight will be refracted and focused off the crystals around the pitch. After every goal that is scored, these beams will hit one or two players on each team, knocking them out for such a long time, that they cannot play until the next goal is scored. Captains can also be disabled.

A field made of dirt, this course becomes a muddy mess during rain storms. In the center of the field is one drainage pipe, where all the dirt travels. It is unlocked by earning the Brick Wall Award and the Golden Foot Award in the Crystal Cup.

Mud. The mud not only makes players move more slowly, it will also slowly move them towards the center of the field. The mud may also stop the ball from rolling. The drainage pipe is sealed, so any players cannot fall in.

The Stormship Stadium is a giant metal platform, inside a giant metal ship with an open center. It resembles the ship in the beginning of the intro. It is unlocked by beating Petey Piranha in Strikers Cup's finals.

Electricity and tilting. Running along the floor are several small slits. Periodically, thunder will strike the center of the platform, and lightning will randomly travel along two or three of these slits. The field also tilts towards the side with more players on it.

The final stadium, Galactic Stadium is set on top of a large, flat, floating chunk of metal in outer space, with several smaller pieces of metal floating around it. There is no seating for fans. It is unlocked by earning the Brick Wall Award and Golden Foot Award in the Strikers Cup.

Electric fence. Even though it's the final stadium, the only specialty it has is an electric fence, like all the stadiums before it.

All of the original seven courses from Super Mario Strikers are playable. Known as “The Classics,” they have no new additions in this game other than slight aesthetic changes. Each course retains its famous electric fence, but since Bowser is included as a playable character, Bowser attacks are no longer included. All of these are available from the start. None of these courses have a gimmick other than electric fences.

Located in the Mushroom Kingdom, this grassy field was home to the first tournament's Mushroom Cup. While it is currently a soccer pitch, it was the residence of a royal family at one point. Visiting the course is a must for hardcore fans of the sport.

Wario and Waluigi supplied the funding for The Underground, the subterranean course which served as the Star Cup's home in the previous title. It features unique seating, with stylized W beams separating the sections.

Located in Yoshi's Island with a capacity of 42,000. Crater Field, as the name implies, is in a lare crater and is the Super Mushroom Cup's special field. Instead of having fans sit in normal seats, they sit in glass-covered, egg-shaped sections.

Donkey Kong Island's stadium, Konga Coliseum is famous for its destructible wooden floor. Small ponds of water add to the jungle atmosphere of the stadium. It once housed the Super Flower Cup in the events of Super Mario Strikers.

Situated in Bowser's Castle, The Battle Dome is largely filled by Bowser’s minions. Featuring a metal field and a large glass dome, the ominous stadium served as the home of the Super Star Cup in Super Mario Strikers.

A characterization of the extreme nature of the Strikers sport, Bowser Stadium is located in Deep Space and served as the symbol of the Bowser and Super Bowser Cups. Its field is a blue rubber compound. Some of the structures of this stadium resemble Eggman, the robot in the Next Level Games' logo.

All three cups must be played by the same captain and sidekicks in one of two modes: Normal (opponents get progressively harder) and Extreme (opponents are always hard). After the cup is won and the player have started the Road to Strikers Cup again, the cup holder will be randomized to other captains.

Winning each cup results in unlocking the defending champion. The Qualifying rounds are played Robin-Round style: a win (W) is worth three points, a loss (L) 0 points, a sudden-death loss (SD) one point. At the end of the qualifying rounds, the teams are ranked by points and the top few advance to the elimination round (semi-finals and finals). One loss here and the player must start the cup all over again. If they make it to the defending champion, they must win a best-of-3 series away at the same stadium.

There are two awards for each cup for the qualifying rounds: Golden Foot, for the most GF total (goals for), and Brick Wall, for the least GA total (goals against). Winning both in a Cup unlocks a new course for Domination Mode.

The Striker Cup has ten teams that play nine qualifying rounds, each playing each other once; eight teams advance to four quarterfinals, two semi-finals, and one final, 3-game series with defending champion Petey Piranha.

Difficulty: NoviceCharacter:MarioOpponent:Donkey KongStadium:The ViceOfficial Description: Mario and DK are locked in mortal conflict. Heading into Sudden Death at the Banana Cup! It's come down to the final goal of the match. Can Mario pull off this victory and dethrone the defending Champion!?Cheat: "Classic Mode" - Turns off Mega Strikes and Skillshots.

Number of players: 3Difficulty: NoviceCharacter:LuigiOpponent:MarioStadium:The WastelandsOfficial Description: Mario and Luigi battle it out for the last spot in the next round. But Luigi's team is down a player. Will this be the first time that Luigi pips his big brother for the final qualifying place, and can he do it missing one of his key players?Cheat: "Safe Mega Strike" - Once a Mega Strike charge is initiated, it cannot be stopped by anybody except goalies.

Difficulty: ProfessionalCharacter:Donkey KongOpponent:Petey PiranhaStadium:Stormship StadiumOfficial Description: It's the final of the Lightning Cup and Donkey Kong has taken a beating early on in the game by conceding a three goal Mega Strike. Can the courageous captain come back to win the game? Time will tell! Donkey Kong against Petey, coming up now!Cheat: "Super Captains" - The only items received are Super Ability items.

Difficulty: ProfessionalCharacter:PeachOpponent:DaisyStadium:The ViceOfficial Description: The story at the Star Cup is which Princess will reign supreme, and it comes down to one game to see which is superior. Daisy is ahead in the group, but if Peach can beat Daisy by at least 5 goals, then Peach will advance and eliminate Daisy! Who will take the crown?Cheat: "High Voltage" - Simply touching the electric fence will electrify players.

Difficulty: SuperstarCharacter:DaisyOpponent:WaluigiStadium:The Lava PitOfficial Description: Daisy has an opportunity to win yet another Brick Wall award within the Leaf Cup! If she can win her next game and not concede a goal she will take the Trophy for an unprecedented fifth straight year. Can Waluigi spoil the party, or will Daisy lead her team to victory and defensive stardom?Cheat: "Devastating Hits" - All players' tackling power becomes maxed.

Difficulty: SuperstarCharacter:WarioOpponent:Diddy KongStadium:The UndergroundOfficial Description: It's the final game of the Super Cup with Wario and Diddy tied at one game each. But Wario's Goalie has severe dizzy spells due to too many Megastrikes to the head. The winner of this game will take home the championship. Can Wario overcome his Goalie's head problems?Cheat: "No Power Ups" - Removes all items from the game.

Difficulty: SuperstarCharacter:WaluigiOpponent:LuigiStadium:Thunder IslandOfficial Description: Waluigi is on the brink of being eliminated by Luigi at the Storm Cup. He must win his final group stage game by three or more goals to advance. Time is running out for the purple pest... Are his Storm Cup days coming to an end, or just beginning?Cheat: "Secure Stadium" Stadium events will not occur.

Difficulty: LegendCharacter:YoshiOpponent:WarioStadium:The Sand TombOfficial Description: Wario is leading 5-0 against Yoshi. Yoshi must make a comeback and win in 1 minute and 8 seconds!Cheat: "Power Shortage" - Electric fences are disabled.

Difficulty: LegendCharacter:BowserOpponent:PeachStadium:Konga ColiseumOfficial Description: It's the final game of the group stage at the Konga Cup and Bowser's team has a chance to set a record with their eight consecutive clean sheet against Peach. Can he topple the Pink Powerhouse and set the record? Only time will tell!Cheat: "Field Tilt" - The field slants down towards the player who is on the losing hand. The greater the score difference, the more it slants.

Number of players: 2Difficulty: LegendCharacter:Petey PiranhaOpponent:Donkey KongStadium:Pipeline CentralOfficial Description: Petey has reached the Super Mushroom Cup final, and is now set to battle Donkey Kong for the title. Both of the teams have taken a beating, leaving each side with only the Captain and a trusted Sidekick. With the trophy on the line, which team has enough left in the tank to take home the title?Cheat: "Always White Ball" - The ball always has a white glow, meaning that every time it's shot, it will go at max speed and power.

Difficulty: MegaStrikerCharacter:Bowser Jr.Opponent:BowserStadium:The Lava PitOfficial Description: It's the final of the Mushroom Cup. Bowser Jr. is facing his arch-rival and father, Bowser. But the league has handed down a harsh penalty to Bowser Jr. He cannot use powerups in the final, as he was found guilty of sabotaging them in his semi-final victory. Can this little pest win the Mushroom Cup with no powerups?Cheat: "Always Sidekick Skillshot" - Every shot the sidekicks fire is a Skillshot.

Difficulty: MegaStrikerCharacter:Diddy KongOpponent:YoshiStadium:Crystal CanyonOfficial Description: The world has all eyes on Diddy Kong's team as they have a chance to set the record for scoring 100 goals faster than anyone else. Not only does his team need seven goals to set the record, but they also need to win over Yoshi to qualify for the next stage of the Star Cup! Will Diddy make history, and advance to the next round as well?Cheat: "Custom Power Ups (All sets)" - Allows players to modify the items received during gameplay to specific sets, such as Shells (Only receive Green/Red/Blue/Spiny Shells) or Explosives (Only receive Bob-ombs). This also unlocks the Unlimited Power Ups cheat, which makes players automatically receive new items every few seconds.